Skip to main content

SteamVR's new 'asynchronous reprojection' feature aims to reduce VR lag

steamvr asynchronous reprojection aims to reduce vr lag steamvrasync
Image used with permission by copyright holder
Valve’s latest SteamVR beta introduces a new “asynchronous reprojection” feature that aims to reduce lag and visual stuttering within supported virtual reality games and applications, ensuring a smoother VR experience with less likelihood for discomfort.

The feature is a boon for virtual reality enthusiasts with limited hardware capabilities, as the technology seeks to deliver consistent VR performance regardless of a user’s chosen VR gear or desktop hardware configuration.

Recommended Videos

UploadVR reports SteamVR’s new asynchronous reprojection feature is equivalent to “Asynchronous Timewarp,” a technique VR developer Oculus uses to ensure smooth performance for users of Oculus Rift headsets. Both technologies use reprojection to replace dropped frames and eliminate positional “judders” within virtual reality applications that occur when performance drops below 90 frames per second.

Please enable Javascript to view this content

After installing SteamVR’s latest beta, users have the option of enabling or disabling asynchronous reprojection within the application’s Performance menu. Valve notes asynchronous reprojection is still in an early testing phase and requires Nvidia video card users to install driver version 372.54 or later. Currently, AMD GPUs are not supported.

VR enthusiasts who want to track the inner workings of asynchronous reprojection can consult SteamVR’s newly updated frame-timing graph, which shows how many times individual frames have been reprojected to account for lag or slowdown. Presented frames are shown in white, while reprojected frames are shown in red, giving users an idea of which VR elements are especially demanding for their hardware setups.

SteamVR also introduced the “allow interleaved reprojection” feature with this week’s update, giving players the option of reducing frame rates to 45Hz instead of duplicating frames. Valve warns that the option “leads to less positional judder, but that judder is more random (which tends to be more annoying).”

As Valve makes its initial steps toward asynchronous reprojection technology, Oculus is already pursuing an advanced method of VR reprojection. Dubbed “Oculus Asynchronous Spacewarp,” the feature allows lower-end PC gaming rigs to run VR applications smoothly thanks to a unique frame-blending spatial transformation method. Currently, Oculus Asynchronous Spacewarp is a feature exclusive to Oculus-brand VR headsets.

Danny Cowan
Former Digital Trends Contributor
Danny’s passion for video games was ignited upon his first encounter with Nintendo’s Duck Hunt, and years later, he still…
The Apple Vision Pro has given VR its iPhone moment
A person is watching a movie using the Apple Vision Pro.

"One more thing" means you're about to be treated to something groundbreaking -- and that's exactly what happened when Apple CEO Tim Cook uttered those fateful three words at the end of the recent Worldwide Developers Conference 2023 keynote. The Apple Vision Pro is not just another VR headset; no, it's an incredible piece of technology that pushes the boundaries of what we can expect from both virtual reality and augmented reality. The display tech, sensor quality, and polish are like nothing we've ever seen before in a headset — and they signal a big jump forward in VR and AR tech.

The only quibble is the price: $3,500. That's a whole lot of cash, and due to that, I'm not confident the Vision Pro will appear in every other house in the next few years.

Read more
New leak reveals exactly how Apple’s VR headset will work
A man using a virtual reality headset with controllers.

Apple’s forthcoming Reality Pro headset hasn’t even launched, yet it’s already been plagued by negative stories and general skepticism about its prospects. Yet a new report claims Apple is going to come out swinging with a full gamut of blockbuster apps and games for its high-end device, all in an attempt to win over wary customers.

First reported by Bloomberg journalist Mark Gurman, Apple is apparently building a host of apps and experiences that will entice people to shell out around $3,000 for the mixed-reality headset. These will include games, workouts, collaboration tools, and much more, with a mixture of virtual reality (VR) and augmented reality (AR) options.

Read more
Apple just patented a new VR headset controller — but there’s a catch
Apple VR Headset Concept by Antonio De Rosa

Apple’s mixed-reality headset is due to launch this June at the company’s Worldwide Developers Conference (WWDC), and a freshly published patent hints at some of the controllers Apple might offer with the device. But some major caveats could prevent these accessories from ever seeing the light of day.

The patent (number 20230096068) describes how Apple could create a handheld controller with a “torque feedback mechanism” to provide immersive physical responses while using a mixed-reality headset. That might help offset the drawbacks of virtual input methods (like touchscreens), which can “detract from the realism” of the experience and leave a user unsure if their input has properly registered, according to Apple.

Read more